I agree that big game balance is pretty hit-or-miss, but I would support scaling some things for game size.
For instance, faster CP gain for larger games, since it tends to be slower there. Maybe 15% for 3v3, 30% for 4v4.
Caches should also become more expensive with more teammates. Could go up from like 150 or 200 to 350. |
It's disappointing that the Soviets are getting another commander that relies on elite infantry call-ins. 2/3rds of their commanders are already like that, and it's not very interesting. |
You and I both know those tests are bonkers.
Another huge deal, imo, is that Paras and Obers can fire their MGs on the move. I don't think squads trading shots at max range in cover without moving is very accurate to how firefights work in the game. DPS charts and effective health is good enough for me. |
are you sure that +3% accuracy is any relevant on them? Their cover bonus is +300% accuracy, so their base acc must be so horrible that 3% do nothing
The base accuracy doesn't matter; it's a 3% improvement, and accuracy bonuses are usually multiplied together too. |
I think it would be fair if low-suppression MGs had better suppression at close-mid range. That way, it's harder to attack them frontally, but they still don't shut down large portions of the battlefield like the high-suppression MGs. |
Something to consider is that JLI and Pathfinder snipers have only .1 accuracy on the move. If they're forced to move around, their best asset is gone.
If they still need to be nerfed, I would look at the performance of their other rifles, because that's what keeps them protected when the sniper isn't in position. If they had grenadier performance at range, volks performance up close, and maybe more movement penalties, bad JLI play would be easier to punish.
For a pathfinder buff, increasing the moving accuracy to .25 would go a long way. |
I'm surprised to see the jeager command squad perform so poorly.
Most of the other units on the list have weapons with DPS curves that improve over distance; they don't.
The test being behind cover also give JLI a pretty big advantage, since that's where their G43 shines.
Guards would have lost to Paratroopers if they weren't using Hit the Dirt, too. They have better RA, but Paras have 30% more ranged DPS. Since paras can also shoot on the move, they're at a pretty big advantage in real engagements. |
Here's the version of the Assault Section symbol from my mod:
Also, have you considered the general lack of portraits the British suffer from? Their MGs and mortars just reuse the Infantry Section one. I'd like to see your take on those.
Besides the obviously great and promising work, this picture is interesting. The guy appears to be missing the magazine in his Tommy Gun.
He also seems to be ignoring the pistol grips! maybe this guy needed a bit more training. |
-A looted PPSh upgrade locked behind a later battle phase could help them scale better without using more StGs.
-If the Breakthrough ability is in consideration, what if it also gave tanks heavy crush during that time (for map objects, not squishing guys)? That would allow tanks to approach from more angles, open up sight lines for the longest-range faction, and is a decent play on words as well.
-People know about the Red Banner T-34/85, but have they seen it? It's one of the worst skins in the game, like Tiger Ace level. |
The names aren't final, right? they don't match the naming conventions very well.
I'd also like to point out that the Soviets don't have any commanders that add units at minute 0. My suggestion for that, a lend-lease Universal Carrier, gives that option. It can fill in (to a minor extent) for a scout car or maxim. Anything would be interesting to see, though.
Overall, I think adding a Soviet commander with no new abilities would be a mistake, since half of their commanders don't have any unique abilities already. |